svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22205:22290
[blender.git] / source / gameengine / Converter / KX_BlenderSceneConverter.h
index 50ce8d6..7b53513 100644 (file)
@@ -56,14 +56,10 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
        // Should also have a list of collision shapes. 
        // For the time being this is held in KX_Scene::m_shapes
 
-       GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender;
-       GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject;
-
-       GEN_Map<CHashedPtr,RAS_MeshObject*> m_map_mesh_to_gamemesh;
-//     GEN_Map<CHashedPtr,DT_ShapeHandle> m_map_gamemesh_to_sumoshape;
-       
-       GEN_Map<CHashedPtr,SCA_IActuator*> m_map_blender_to_gameactuator;
-       GEN_Map<CHashedPtr,SCA_IController*> m_map_blender_to_gamecontroller;
+       GEN_Map<CHashedPtr,KX_GameObject*>      m_map_blender_to_gameobject;            /* cleared after conversion */
+       GEN_Map<CHashedPtr,RAS_MeshObject*>     m_map_mesh_to_gamemesh;                         /* cleared after conversion */
+       GEN_Map<CHashedPtr,SCA_IActuator*>      m_map_blender_to_gameactuator;          /* cleared after conversion */
+       GEN_Map<CHashedPtr,SCA_IController*>m_map_blender_to_gamecontroller;    /* cleared after conversion */
        
        GEN_Map<CHashedPtr,BL_InterpolatorList*> m_map_blender_to_gameAdtList;
        
@@ -107,14 +103,10 @@ public:
        void RegisterGameObject(KX_GameObject *gameobject, struct Object *for_blenderobject);
        void UnregisterGameObject(KX_GameObject *gameobject);
        KX_GameObject *FindGameObject(struct Object *for_blenderobject);
-       struct Object *FindBlenderObject(KX_GameObject *for_gameobject);
 
        void RegisterGameMesh(RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh);
        RAS_MeshObject *FindGameMesh(struct Mesh *for_blendermesh/*, unsigned int onlayer*/);
 
-//     void RegisterSumoShape(DT_ShapeHandle shape, RAS_MeshObject *for_gamemesh);
-//     DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh);
-
        void RegisterPolyMaterial(RAS_IPolyMaterial *polymat);
 
        void RegisterBlenderMaterial(BL_Material *mat);